mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-11-10 15:22:16 +00:00
167 lines
8.6 KiB
Text
167 lines
8.6 KiB
Text
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Quake2 3.16 changes:
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- Fixed infinite grenade bug
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- Fixed autodownloading to actually download sounds and console pics
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- Fixed autodownload to not create empty directories for files not on
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the server.
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- Added customized client downloading. cvars are the same as the server side:
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allow_download - global download on/off
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allow_download_players - players download on/off
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allow_download_models - models download on/off
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allow_download_sounds - sounds download on/off
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allow_download_maps - maps download on/off
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They can also be (more easily) set with a new Download Options menu
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accessible in Multiplayer/Player Setup/Download Options
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- Changed checksumming code to be more portable and faster.
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Quake2 3.15 changes:
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- Added visible weapons support. This is precached with a special symbol, i.e.
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gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
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the players current weapon model. Plug in player models can optionally
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support the visible weapons. Any that do not support it will use their
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default weapon.md2 files automatically.
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Visible weapons files for plug in player models are not downloaded
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automatically--only the default weapon.md2 (and skin) is.
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- New cvar cl_vwep controls whether visible weapons is enabled on the client.
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If you turn it off, the visible weapons models are not loaded. This can offer
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a speed up on slow or memory starved machines.
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- Rewrote the some of the net code to use optimized network packets for
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projectiles. This is transparent to the game code, but improves netplay
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substancially. The hyperblaster doesn't flood modem players anymore.
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- Rewrote the packet checksum code to be more portable and defeat proxy bots
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yet again.
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- Autodownload support is in. The following items will be automatcally
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downloaded as needed:
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- world map (and textures)
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- models
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- sounds (precached ones)
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- plug in player model, skin, skin_i and weapon.md2
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downloads go to a temp file (maps/blah.tmp for example) and get renamed
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when done. autoresume is supported (if you lose connect during the
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download, just reconnect and resume). Server has fine control over
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the downloads with the following new cvars:
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allow_download - global download on/off
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allow_download_players - players download on/off
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allow_download_models - models download on/off
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allow_download_sounds - sounds download on/off
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allow_download_maps - maps download on/off
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maps that are in pak files will _not_ autodownload from the server, this
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is for copyright considerations.
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The QuakeWorld bug of the server map changing while download a map has
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been fixed.
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- New option in the Multiplayer/Player Setup menu for setting your connection
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speed. This sets a default rate for the player and can improve net
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performance for modem connections.
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- Rewrote some of the save game code to make it more portable. I wanted to
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completely rewrite the entire save game system and make it portable across
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versions and operating systems, but this would require an enormous amount
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of work.
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- Added another 512 configure strings for general usage for mod makers.
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This gives lots of room for general string displays on the HUD and in other
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data.
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- Player movement code re-written to be similiar to that of NetQuake and
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later versions of QuakeWorld. Player has more control in the air and
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gets a boost in vertical speed when jumping off the top of ramps.
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- Fixed up serverrecord so that it works correctly with the later versions.
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serverrecord lets the server do a recording of the current game that
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demo editors can use to make demos from any PVS in the level. Server
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recorded demos are BIG. Will look at using delta compression in them
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to cut down the size.
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- Copy protection CD check has been removed.
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- Quake2 3.15 has changed the protocol (so old servers will not run) but
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all existing game dlls can run on the new version (albiet without the
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new features such as visible weapons).
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- Added flood protection. Controlled from the following cvars:
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flood_msgs - maximum number of messages allowed in the time period
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specified by flood_persecond
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flood_persecond - time period that a maximum of flood_msgs messages are
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permitted
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flood_waitdelay - amount of time a client gets muzzled for flooding
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- fixed it so blaster/hyperblaster shots aren't treated as solid when
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predicting--you aren't clipped against them now.
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- gender support is now in. The userinfo cvar "gender" can be set to
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male/female/none (none for neutral messages). This doesn't affect sounds
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but does affect death messages in the game. The models male and cyborg
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default to gender male, and female and crackhor default to female.
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Everything else defaults to none, but you can set it by typing
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"gender male" or "gender female" as appropriate.
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- IP banning support ala QW. It's built into the game dll as 'sv' console
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commands. This list is:
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sv addip <ip-mask> - adds an ip to the ban list
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sv listip <ip-mask> - removes an ip from the ban list
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sv writeip - writes the ban list to <gamedir>/listip.cfg. You can
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exec this on a server load to load the list on subsequent server runs.
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like so: quake2 +set dedicated 1 +exec listip.cfg
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sv removeip <ip-mask> - remove an ip from the list
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the ip list is a simple mask system. Adding 192.168 to the list
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would block out everyone in the 192.168.*.* net block. You get 1024 bans,
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if you need more, recompile the game dll. :)
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A new cvar is also supported called 'filterban'. It defaults to one which
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means "allow everyone to connect _except_ those matching in the ban list."
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If you set it to zero, the meaning reverses like so, "don't allow anyone
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to connect unless they are in the list."
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Quake2 CTF 1.09a Changes:
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- Q2CTF 1.09 requires 3.15 now.
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- Competition Match mode added. Server can be reset into a timed match mode.
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Includes a pregame setup time, countdown until game start, timed match,
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statistics on players, admin functions and a post game time.
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- The server command 'gamemap' now works correctly. On a server, you can
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change maps with two commands: map and gamemap. Map will cause all teams
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to reset, gamemap will change maps with the teams intact.
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- New console commands:
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yes - vote yes on an election
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no - vote no on an election
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ready - ready oneself for a match
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notready - remove oneself from the ready list (stop the clock)
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ghost - ghost back into a match if connection was lost
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admin - become an admin or access the admin menu
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stats - show statistics on players in a match
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warp - warp to a new level
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boot - kick a player of the server (you must be an admin)
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playerlist - show player list and connect times
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- New cvars:
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competition - set to 1 to allow the server to be voted by players into
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competition mode. Set to 3 for a dedicated competition server.
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The default, 0, disables competition features.
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matchlock - controls whether players are allowed into a match in progress
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in competition mode. Defaults to on (1).
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electpercentage - the precentage of yes votes needed to win an election.
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Defaults to 66%.
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matchtime - length of a match, defaulting to 20 minutes. Can be changed
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by admins.
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matchsetuptime - length of time allowed to setup a match (after which
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the server will reset itself back into normal pickup play). Defaults
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to 10 mins.
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matchstarttime - The countdown after match setup has been completed
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until the match begins. Defaults to 20 seconds.
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admin_password - Password for admin access (allowing access to the admin
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menu without needing to be elected).
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- Minor bug fixes in team selection to help balance the teams better (the
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default option on the menu is now the team with the fewer players).
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- Don't get base defenses for telefragging your teammates in base.
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- Telefrags at start of game no longer count (to help with game spawning).
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- Instant weapon changing is now a server option (and can be changed by
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admin menu).
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- New admin menu that allows remote changes of the following items:
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Match length (time)
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Match setup length (time)
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Match start length (time)
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Weapons Stay
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Instant Items
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Quad Drop
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Instant Weapons
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- As part of the match code, a new 'ghost' option is included. When a match
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begins, all players are printed a randomly generated five digit ghost code
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in their consoles. If the player loses connection for some reason during
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the match, they can reconnect and reenter the game keeping their score
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intact at the time of disconnection.
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- Visible weapon support (as with the 3.15 release).
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- Some minor changes to the pmenu code to allow more flexability
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